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{{SF2HFMoveListRow |Dash Upper | b (charge), f + mk | 24 | [[Damage_Scaling_(HF)#0x040|0x040]] | 16 | 120 | 0 | 25 | 0/40 | -17/-16 | Requires 60f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.}} | {{SF2HFMoveListRow |Dash Upper | b (charge), f + mk | 24 | [[Damage_Scaling_(HF)#0x040|0x040]] | 16 | 120 | 0 | 25 | 0/40 | -17/-16 | Requires 60f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.}} | ||
{{SF2HFMoveListRow | Dash Upper | b (charge), f + hk | 26 | [[Damage_Scaling_(HF)#0x040|0x040]] | 16 | 120 | 0 | ∞ | 0/40 | -17/-16 | Requires 60f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.}} | {{SF2HFMoveListRow | Dash Upper | b (charge), f + hk | 26 | [[Damage_Scaling_(HF)#0x040|0x040]] | 16 | 120 | 0 | ∞ | 0/40 | -17/-16 | Requires 60f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.}} | ||
{{SF2HFMoveListRow | Turn Punch | 3p / 3k | 16 | [[Damage_Scaling_(HF)#0x040|0x040]] | 16 | 120 | | {{SF2HFMoveListRow | Turn Punch | 3p / 3k | 16 | [[Damage_Scaling_(HF)#0x040|0x040]] | 16 | 120 | 27 | 12 | 10 | | Requires 60f of charge. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 19:44, 12 August 2015


Balrog
A Boxer who decided it's not about the play anymore, but the paper.
Strangely apt at video editing and searching documents in filing cabinets, all without taking off his gloves. Balrog is a strong asset to the Shadaloo crime organisation, and is the first of the Boss characters in SF2:HF.
In a nutshell
Boxer is one of the weaker characters in Hyper Fighting, with no particularly viable reversal move and little ability to fight at range. His Turn Around Punch invincibility gives him some mobility and can be used as a counter to fireballs, and his throw is a great setup into mixups or back into more throws. Decent combos and a bit of fun-factor make him popular with some players, but being competitive with Boxer is a slightly uphill battle.
Character Specific Information
Color Options
Default | Start |
File:Sf2hf-rog-1p.png | File:Sf2hf-rog-2p.png |
Moves List
All frame data taken from T.Akiba's data. Will independently verify soon.
Normal Moves
- Standing Normal Moves (st.)
- Close Standing Normal Moves (cl.)
- Crouching Normal Moves (cr.)
Unique Moves
Throws
Special Moves
Requires 5 button presses }}
Requires 5 button presses }}
Requires 5 button presses }}
The Basics
Crouching HK is Boxer's only low hitting move. It also knocks down, and is best ranged crouching normal. The startup is fast enough to be comboed into after cr.MP. Also, it's actually at frame advantage on block! Pretty solid move, all considered.
Close standing HP has strangely low base damage, but a high variability in random damage. However, cl.MP has the same random damage and far higher base damage. cl.MP or cl.HK are strongly recommended to use instead.
Advanced Strategy
Balrog is a character that demands to be played aggressively. Keep pressure on the opponent with Dashing Straights and standing Fierce (Dashing Straight, (charge) s.Fierce, Dashing Straight, (charge) s.Fierce, etc.). Charge Turn Punches (PPP or KKK) in the background often while using the other buttons to mount an offense. The more aggressive you are, the more effectively you can bait (Shoryukens) and punish.
Turn Punch has a pretty big window of invincibility at the beginning. You can use the invincibility to pass through attacks such as:
- Fireballs - All character fireballs can be passed through. Guile's slow Sonic Boom is more difficult.
- E. Honda Headbutt - When Balrog rolls just before getting hit, Honda's headbutt recoils in place. As Honda recovers, Balrog's punch comes out and hits.
- Blanka roll - If Turn Punch is timed correctly, Blanka will simply continue through Balrog.
- Psycho Crusher - If Turn Punch is timed correctly, Bison will simply continue through Balrog. Timing must be very close because of Bison's long legs during the Psycho Crusher.
- Most normals - Good counter for Dhalsim limbs and/or sweeps
Another good tactic, once you've got the opponent on the defensive, is to rush with Dashing Uppercuts (B, F + K) that whiffs overhead against crouching opponents. Immediately after the whiff, follow with a throw.
After a successful throw, hold towards the opponent to pass under them as they fall back to the ground. You can cross-up with a normal or tick into another throw.
Standing Fierce connects with some crouching opponents but whiffs overhead against others. Known whiffs include:
- Ryu
- Ken
Known connects include:
- Sagat
- Zangief
- Dhalsim
- Chun Li (?)
Combos
Bread And Butter
- cr.LK, s.LK xx dash upper, cr.HK
- cr.LP, cr.LP, s.LP xx dash straight
- j.HP, cr.LP, cr.LP xx dash straight
- j.HP, s.LK xx dash straight (the only consistent combo vs Blanka)
Meaty Combos
- Meaty TAP, dash upper or dash straight
Redizzy
- j.HP, cr.LK, cr.LK, s.LK, dash upper, s.HP (Apoc's Redizzy)
On most characters you'll need to omit one low short making it require one more short or jab to dizzy again but most of the time it just redizzies. If you want to practice this one do it on ken,ryu,chun li, and zangief. This absolutely will not work on blanka ever. Or you can do this combo without jumping in on others just by using 3 low shorts then continue with the rest.
Jump in w/frc., do a c.short, then st.short, link(not 2in1. It won't work if you 2in1.) a dashing short uppercut, then do a standing frc. Note: There is a half sec delay(ok I'm estimating I've never timed it:) between each of the hits. The combo must be done SLOWLY except for the final frc. Doing it slow pushes the opponent back farther & later making him get hit late with the dashing uppercut so that it hits in the last frame making the frc. connect.
--Apoc
Match-ups
- Vs. Balrog (boxer) (self):
- Vs. Blanka:
- Vs. Chun-Li:
- Vs. Dhalsim:
- Vs. E. Honda:
- Vs. Guile:
Possibly Rog's hardest matchup. You can't TAP through sonic booms, Guile's recovery is too fast and you'll eat a backfist, which will push you back into the boom, and then you're dizzy. Also, Rog's jump makes it difficult to jump straight up over sonic booms, and Guile's anti-airs are too strong for this to be very useful anyway. You absolutely need to get in, but that's a very hard task.
- Vs. Ken:
- Vs. M. Bison (dictator):
- Vs. Ryu:
- Vs. Sagat:
- Vs. Vega (claw):
- Vs. Zangief:
Boxer can try to keep Gief out with standing LP, cr.HP, s.MP, kick dash upper, or cr.HK for anti-air and cr.HK and the occasional kick dash upper on the ground. It doesn't work most of the time, but it works sometimes.
Boxer can use cr.HK and (I think) MK to beat punch lariats, cr.HP and kick rush to beat kick lariats.
--Ultradavid
Hitboxes
Standing Normals
- Standing LP:
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1 | 3 | 4 | 5 |
4 | 4 | 5 |
- Standing MP:
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1 | 3 | 3 | 4 | 3 | 4 |
7 | 4 | 7 |
- Standing HP:
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1 | 5 | 3 | 6 | 9 | 6 |
9 | 6 | 15 |
- Standing LK:
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1 | 3 | 4 | 5 |
4 | 4 | 5 |
- Standing MK:
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1 | 5 | 4 | 7 |
6 | 4 | 7 |
- Standing HK:
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1 | 5 | 3 | 6 | 9 | 6 |
9 | 6 | 15 |
Close Standing Normals
- Close MP:
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1 | 5 | 4 | 7 |
6 | 4 | 7 |
- Close HP:
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1 | 5 | 3 | 6 | 9 | 6 |
9 | 6 | 15 |
- Close MK:
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1 | 4 | 4 | 7 |
5 | 4 | 7 |
- Close HK:
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1 | 6 | 6 | 15 |
7 | 6 | 15 |
Close standing Forward and close standing Roundhouse share the same animation.
Crouching Normals
- Crouching LP/LK:
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1 | 1 | 2 | 4 | 2 | 2 |
4 | 4 | 4 |
- Crouching MP:
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1 | 3 | 2 | 4 | 3 | 4 |
6 | 4 | 7 |
- Crouching HP:
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1 | 4 | 2 | 6 | 9 | 6 |
5 | 8 | 15 |
- Crouching LK:
See Crouching LP.
- Crouching MK:
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1 | 3 | 2 | 4 | 3 | 4 |
6 | 4 | 7 |
The same frame and attack data as cr.Strong, except with less range and lower hit/hurt boxes.
- Crouching HK:
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1 | 2 | 4 | 6 | 9 | 6 |
7 | 6 | 15 |
Aerial Normals
- Neutral/Diagonal Jumping LP/LK:
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1 | 30 | 3 | 3 | ∞ |
1 | 30 | ∞ |
- Neutral/Diagonal Jumping MP/MK:
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2 | 15 | 3 | 3 | ∞ |
2 | 15 | ∞ |
- Neutral/Diagonal Jumping HP/HK:
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3 | 8 | 3 | 3 | ∞ |
3 | 8 | ∞ |
Throws
- Headbutt: (←/→ + Strong or Fierce)
Damage | 22+(4*n) | ![]() |
Duration | 300 | |
Stun | 1~7 | |
Stun Timer | 40 | |
Range (from axis) | 64 | |
Range advantage | 36 |
Special Moves
- Dashing Straight: (Charge ←, →, P) [charge time: 69f]
Damage (Jab) | 22 | File:Sf2hf-rog-ds1.png | File:Sf2hf-rog-ds2.png | File:Sf2hf-rog-ds3.png | File:Sf2hf-rog-ds4.png | File:Sf2hf-rog-ds5.png |
Damage (Strong) | 24 | |||||
Damage (Fierce) | 26 | |||||
Random dmg table | 0x080 | |||||
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | +5 | |||||
Frame Count | 1~8/1~16/1~24 | 3 | 8 | 6 | 4 | |
Simplified | 4~11/4~19/4~27 | 8 | 10 |
Startup is 4 frames for all versions point blank, stronger punches can travel further (and thus can have longer startup).
- Dashing Uppercut: (Charge ←, →, K) [charge time: 39f]
Damage (Short) | 20 | File:Sf2hf-rog-du1.png | File:Sf2hf-rog-du2.png | File:Sf2hf-rog-du3.png | File:Sf2hf-rog-du4.png | |
Damage (Forward) | 22 | |||||
Damage (Roundhouse) | 26 | |||||
Random dmg table | 0x080 | |||||
Stun | 13~19 | |||||
Stun Timer | 120 | |||||
Frame Advantage | +9 | |||||
Frame Count | 1~8/1~16/1~24 | 3 | 8 | 6 | ||
Simplified | 4~11/4~19/4~27 | 8 | 6 |
Startup is 4 frames for all versions point blank, stronger kicks can travel further (and thus can have longer startup). VERY short charge time, also amazing frame advantage.
- Turn Around Punch (lvl 1 & 2): Hold all 3 Punch or Kick buttons for at least 30f (lvl1) or 120f (lvl2), then release.
Startup
Active/Recovery
Damage (lvl1) | 22 | File:Sf2hf-rog-tap-a.png | File:Sf2hf-rog-ds4.png | File:Sf2hf-rog-ds5.png |
Damage (lvl2) | 28 | |||
Random dmg (lvl1) | 0 | |||
Random dmg (lvl2) | 6 | |||
Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | +1 | |||
Frame Count | 12 | 6 | 4 | |
Simplified | 12 | 10 |
Level 2 TAP has higher overall damage (22 vs 34), and slightly more range.
- Turn Around Punch (lvl 3,4,5,6,7,final): Hold all 3 Punch or Kick buttons for at least 240f (lvl3), 480f (lvl4), 960f (lvl5), 1440f (lvl6), 1920f (lvl7), or 2400f (final), then release.
Startup
Active/Recovery
Damage | 28 | File:Sf2hf-rog-tap-a.png | File:Sf2hf-rog-ds4.png | File:Sf2hf-rog-ds5.png |
Random dmg (lvl3) | 13 | |||
Random dmg (lvl4) | 21 | |||
Random dmg (lvl5) | 30 | |||
Random dmg (lvl6) | 40 | |||
Random dmg (lvl7) | 51 | |||
Random dmg (final) | 64 | |||
Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | +1 | |||
Frame Count | 12 | 6 | 4 | |
Simplified | 12 | 10 |
Level 3 and above TAPs lose startup invincibility. Higher levels travel further, and do more damage.
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |